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daadc3fc21
Might as well inline, but I feel like it will require adding the same comment across all usages, because just `State.Value = Hidden` in an until step feels off, dunno.
100 lines
3.8 KiB
C#
100 lines
3.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Game.Configuration;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestSceneMouseWheelVolumeAdjust : OsuGameTestScene
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{
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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// Headless tests are always at minimum volume. This covers interactive tests, matching that initial value.
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AddStep("Set volume to min", () => Game.Audio.Volume.Value = 0);
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AddAssert("Volume is min", () => Game.Audio.AggregateVolume.Value == 0);
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AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
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}
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[Test]
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public void TestAdjustVolumeFromMainMenu()
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{
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// First scroll makes volume controls appear, second adjusts volume.
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AddUntilStep("Adjust volume using mouse wheel", () =>
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{
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InputManager.ScrollVerticalBy(5);
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return Game.Audio.AggregateVolume.Value > 0;
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});
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}
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[Test]
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public void TestAdjustVolumeFromPlayerWheelEnabled()
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{
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loadToPlayerNonBreakTime();
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// First scroll makes volume controls appear, second adjusts volume.
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AddUntilStep("Adjust volume using mouse wheel", () =>
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{
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InputManager.ScrollVerticalBy(5);
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return Game.Audio.AggregateVolume.Value > 0;
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});
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AddAssert("Volume is above zero", () => Game.Audio.Volume.Value > 0);
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}
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[Test]
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public void TestAdjustVolumeFromPlayerWheelDisabled()
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{
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AddStep("disable wheel volume adjust", () => Game.LocalConfig.SetValue(OsuSetting.MouseDisableWheel, true));
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loadToPlayerNonBreakTime();
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// First scroll makes volume controls appear, second adjusts volume.
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AddRepeatStep("Adjust volume using mouse wheel", () => InputManager.ScrollVerticalBy(5), 10);
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AddAssert("Volume is still zero", () => Game.Audio.Volume.Value == 0);
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}
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[Test]
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public void TestAdjustVolumeFromPlayerWheelDisabledHoldingAlt()
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{
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AddStep("disable wheel volume adjust", () => Game.LocalConfig.SetValue(OsuSetting.MouseDisableWheel, true));
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loadToPlayerNonBreakTime();
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// First scroll makes volume controls appear, second adjusts volume.
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AddUntilStep("Adjust volume using mouse wheel holding alt", () =>
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{
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InputManager.PressKey(Key.AltLeft);
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InputManager.ScrollVerticalBy(5);
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InputManager.ReleaseKey(Key.AltLeft);
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return Game.Audio.AggregateVolume.Value > 0;
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});
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}
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private void loadToPlayerNonBreakTime()
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{
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Player player = null;
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestSceneScreenNavigation.TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for play time active", () => !player.IsBreakTime.Value);
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}
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}
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}
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